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s-rigaudSamuel Rigaud
andauthored
Typos (#30015)
Co-authored-by: Samuel Rigaud <[email protected]>
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docs/api/en/core/BufferAttribute.html

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@@ -31,7 +31,7 @@ <h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean n
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itemSize * numVertices
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</code>
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elements, where numVertices is the number of vertices in the associated
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[page:BufferGemetry BufferGeometry].<br /><br />
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[page:BufferGeometry BufferGeometry].<br /><br />
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[page:Integer itemSize] -- the number of values of the array that should
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be associated with a particular vertex. For instance, if this attribute is
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Instead, instantiate a new one and set the desired usage before the next
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render.
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</p>
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<h3>[method:Number setComponent]( [param:Integer index], [param:Integer component], [param:Float value] ) </h3>
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<p>Sets the given component of the vector at the given index.</p>
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<h3>[method:this setX]( [param:Integer index], [param:Float x] )</h3>
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<p>Sets the x component of the vector at the given index.</p>
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docs/api/en/objects/ClippingGroup.html

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<h1>[name]</h1>
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<p class="desc">
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A special version of the Group object that defines clipping planes for decendant objects.
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A special version of the Group object that defines clipping planes for descendant objects.
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ClippingGroups can be nested, with clipping planes accumulating by type: intersection or union.
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</p>
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examples/webgl_buffergeometry_instancing.html

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}
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const geometry = new THREE.InstancedBufferGeometry();
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geometry.instanceCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
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geometry.instanceCount = instances; // set so its initialized for dat.GUI, will be set in first draw otherwise
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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examples/webgl_custom_attributes_points3.html

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let boxGeometry1 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate identical vertices with different normal/uv data
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boxGeometry1.deleteAttribute( 'normal' );
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boxGeometry1.deleteAttribute( 'uv' );

examples/webgl_geometry_convex.html

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let dodecahedronGeometry = new THREE.DodecahedronGeometry( 10 );
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate identical vertices with different normal/uv data
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dodecahedronGeometry.deleteAttribute( 'normal' );
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dodecahedronGeometry.deleteAttribute( 'uv' );

examples/webgl_interactive_points.html

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let boxGeometry = new THREE.BoxGeometry( 200, 200, 200, 16, 16, 16 );
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate identical vertices with different normal/uv data
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boxGeometry.deleteAttribute( 'normal' );
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boxGeometry.deleteAttribute( 'uv' );

examples/webgl_postprocessing_taa.html

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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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When there is no motion in the scene, the TAA render pass accumulates jittered camera samples<br/>
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across frames to create a high quality anti-aliased result.<br/><br/>
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Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
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Texture interpolation, mipmapping and anisotropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
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</div>
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<div id="container"></div>

examples/webgl_shadow_contact.html

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blurShadow( state.shadow.blur );
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// a second pass to reduce the artifacts
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// (0.4 is the minimum blur amout so that the artifacts are gone)
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// (0.4 is the minimum blur amount so that the artifacts are gone)
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blurShadow( state.shadow.blur * 0.4 );
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// reset and render the normal scene

examples/webxr_vr_panorama_depth.html

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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 );
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scene.add( camera );
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// Create the panoramic sphere geometery
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// Create the panoramic sphere geometry
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const panoSphereGeo = new THREE.SphereGeometry( 6, 256, 256 );
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// Create the panoramic sphere material

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